The Summoner
A fragile young mage walking by a alley way until noticing ruffians harrassing a woman. He throws out a crystal looking object in the middle of the ruffians. With a burst of light and primal magical energy, a bear-dog ambushing the surpised ruffians, attacking one while the others fled at a creature they never seen before. The mage successfully saving the lady.
Chronicler of the Endangered
Summoners are those who call upon beingis of energy, based on beasts catalogued and long gone. Beasts that were a danger to themselves and use them as allies in both battle and espionage.
Summoners are both animal handlers and scholars. Trying to study and understand their own summons. They are a branch of schools of wizards that studied the ways of druids and witches.
Ought confused to be other kinds of mages that useed the famous summon spells, summoners, ironically, do not use those spells. Because those spells are merely weaker versions of what a summoner is capable of. They are able to control and change their summons to a degree other mages could not.
Creating a Summoner
When creating your Summoner think about why your character choose this specialization. Do they simply enjoy having many pets? Or do they see them as tools? They wish to understand their summon?
Quick Build
You can make a summoner quickly by following these suggestions. First, make Wisdom your highest ability score, followed by either Strength or Dexterity. Second, choose the hermit or Outland background. Third, choose the Mage Hand and Primal Savagry cantrips along with the 1st level spells; Feather Fall and Mage Armor
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Summoner as one of the classes.
Ability Score Minimum. As a multiclass character, you must have at least 13 Wisdom to take a level in this class, or to take a level in another class if you are already a Summoner.
Proficiencies Gained. If Summoner isn't your intitial class, you gained proficiency in light armor, sheilds, simple weapons and one skill from the Summoner skill list.
Spell Slots. Add half your levels (rounded up) in the summoner class to the appropriate levels from other classes to determine your available spell slots.
Summoner
| Level | Proficiency Bonus | Features | Evolution Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Art of Summoning, Spellcasting | — | 2 | 2 | 2 | — | — | — | — |
| 2nd | +2 | Artifical Evolution | 2 | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Summoner Eidolon | 3 | 2 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Increase | 4 | 2 | 2 | 3 | — | — | — | — |
| 5th | +3 | Multistrike | 5 | 2 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Summon Increase (2) | 6 | 2 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Summoner Eidolon Feature | 7 | 2 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Increase | 8 | 2 | 5 | 4 | 3 | _ | _ | _ |
| 9th | +4 | __ | 9 | 2 | 6 | 4 | 3 | 2 | _ | _ |
| 10th | +4 | Double Summoning | 10 | 3 | 6 | 4 | 3 | 2 | _ | _ |
| 11th | +4 | Summon Increase (3) | 11 | 3 | 7 | 4 | 3 | 3 | _ | _ |
| 12th | +4 | Ability Score Increase | 12 | 3 | 7 | 4 | 3 | 3 | _ | _ |
| 13th | +5 | Potent Strikes | 13 | 3 | 8 | 4 | 3 | 3 | 1 | _ |
| 14th | +5 | Summoner Eidolon Feature | 14 | 4 | 8 | 4 | 3 | 3 | 1 | _ |
| 15th | +5 | _ | 15 | 4 | 9 | 4 | 3 | 3 | 2 | _ |
| 16th | +5 | Ability Score Increase Increase | 16 | 4 | 9 | 4 | 3 | 3 | 2 | _ |
| 17th | +6 | Summoner Eidolon Feature | 17 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Summon Increase (4) | 18 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Increase | 19 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Martyr | 20 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Summoner, you gain the following class features
Hit Points
- Hit Dice: 1d8 per summoner level
- Hit Points at 1st Level: 8 + Your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Summoner level after the 1st
Proficiencies
- Armor: Light Armor
- Weapons: Simple weapons
- Saving Throws: Strength, Wisdom
- Skills: Choose three from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) any simple melee weapon and a shield
- (a) Chain Shirt armor or (b) leather armor and a hand crossbow with 20 bolts
- (a) an explorer's pack or (b) scholar's pack
Art of Summoning 1st level
You have your summons. A summon given to you or one you ran into in your journey as a Summoner. How did your character find these creatures? Were they given by your teachers of your summoner school? Were they your first summon you encountered in the wild?
Prepping. you can select one of these to be able to summon. You can select an additional one to able to summon at levels 6, 11, and 18. These summons are stored inside a cataylst of your own design. Do you store your summons in a sketchbook? Tattoos on your body? Or inside a object like crystals? Every time you level up, you can swap your summon you are storing with another.
Combat. As an Magic action, you can use your summon catalyst to bring forth your summon. The summon takes its turn right at the same intiative count as yours. It can move and use its bonus action and reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The Summons Hit Point Total Matches yours.
If your summon changes sizes, its base die on its sheet also changes and upgrades according to its size (d4-> d6-> d8-> d10-> d12)
Your summon is weightless, and does not trigger effects that use weight. Such as traps.
Destroyed. A summoned creature disappears if it is reduced to 0 HP and can't be summoned again until you complete a long rest. If you are knocked unconscious your summon disappears and returns to being in its catalyst.
A summon can be summoned and resummoned as many times as possible but it doesn't regain any of its hit points this way or other features dependent on rests until a long rest accordingly.
Healing. It can gain hit points if you use your action, at the cost of a 1st level or higher spell slot, healing 1d8, with another d8 for every spell slot higher than 1st.
Casting When you cast a spell, you can do so from the summon's location. You can also cast spells that target Self, for your summon as if they casted it. If a summon knows a spell of its own, it uses your spell slot, save DC, and Spell attack modifier, bonuses included from other features or items for example. If the summon casts a concentration spell, it uses your concentration for it.
Help. When you do the help action, you can help your summon regardless of where they are. And if you take the dodge action, your creatures also perform the dodge action without any extra cost.
Summon Biped Beast
Large
- Armor Class 14 + PB
- Hit Points 5 + 5 Times Summoner level (D8 = Summoner Level)
- Speed 30ft Burrow 10ft
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses passive perception 12
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Cleave. The Summon can attack two adjacent targets that are within reach with one attack.
Knockback. Halve your attack damage to knock the target back up to 15ft.
Actions
Rend. Melee to hit: (Summoner's Spell Attack), 5ft, one target. Hit: 1d6 + WIS
Summon Serpentine Beast
Medium
- Armor Class 12 + PB
- Hit Points 5 + 5 Times Summoner level (D8 = Summoner Level)
- Speed 30ft(Hovers) Swim 60ft.
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses darkvision 60ft, passive perception 12
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Aquatic. A summon can breathe in both air and water.
Amorphous. The summon can move through a space as narrow as 1 inch wide without squeezing.
Actions
Rend. Melee To hit: (Summoner's Spell Attack) , 10ft, one target. Hit: 1d6 + Summoner's WIS
Summon Flying Beast
Medium
- Armor Class 13 + PB
- Hit Points 5 + 5 Times Summoner level (D8 = Summoner Level)
- Speed 60 ft fly. (hover)
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses passive perception 18
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Keen Sense. A summon has advantage on perception checks relying on one sense: Sight.
Dive. When the summon flies at least 20ft before attacking, its next attack will force the target to make a DEX Save to your Spell Save or be knocked 10ft.
Flyby The Summon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Rend. Melee To hit: (Summoner's Spell Attack), 5ft, one target. Hit: 1d6 + Summoner's WIS
Summon Quadruped Beast
Medium
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + 5 Times Summoner level (D8 = Summoner Level)
- Speed 40ft
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses darkvision 60ft, passive perception 12
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Pounce. If your Beast moves at least 20ft toward a target and then hits it with a attack on the same turn. If the target is Large or smaller, it must succeed on a STR Save against your Spell Save DC or be fall prone.
Actions
Rend. Melee (Summoner's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS
Occult Summon
Medium
- Armor Class 12 + PB
- Hit Points 5 + 4 Times Summoner level (D8 = Summoner Level)
- Speed 30 ft fly. (hover)
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses passive perception 14
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Magical Resistance. The Summon has advantage against on spell effects
Dual Casting. When the summoner casts a Cantrip the summon casts a duplicate of it from its position with no additional action. However the spells cast this way cannot target multiple targets on its own.
Actions
Occult Blast. Range To hit: (Summoner's Spell Attack), 60ft, one target. Hit: 1d8 Force damage
Primal Summon
Medium
- Armor Class 12 + PB
- Hit Points 5 + 4 Times Summoner level (D8 = Summoner's level)
- Speed 30ft, 30 ft fly. (can hover)
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses passive perception 14
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Magical Resistance. The Summon has advantage against on spell effects
Ingrain Soil (2/long rest). When summoned or as a Magic Action, the Summon creates magical soil. They create a 10 radius field zone of primal healing energy. At the start of the activation of this effect and those who start their turn in this field restore 1d4 hit points + Summoner's WIS Modifier. (2d4 at 5th level, 3d4 at level 11, and 4d4 at level 17). This effect lasts 1 minute, and if the summon is hit while active, it makes a constitution save to maintain the soil with a DC 10 + half the damage done.
Actions
Primal Blast. Range To hit: (Summoner's Spell Attack) 60ft, one target. Hit: 1d8 Force damage
Arcane Summon
Medium
- Armor Class 12 + PB
- Hit Points 5 + 4 Times Summoner level (D8 = Summoner's level)
- Speed 30ft, 30 ft fly. (can hover)
- Saving Throws All Match Summoner's Wisdom Modifier
- Senses passive perception 14
- Languages understands languages you speak
- Proficiency Bonus Matches Summoner's
Magical Resistance. The Summon has advantage against on spell effects
Actions
Arcane Blast. Range To hit: (Summoner's Spell Attack), 60ft, one target. Hit: 1d6 Force damage
Arcane Restoration. (2/Long Rest) Can use summoners action to restore Summoner's spell slots up to half summoners level rounded down.
Spellcasting 1st level
As a summoner, your use of magical summoning have given you a basic understanding of magic that you can use in combat to aid your summons in combat.
Cantrips
At 1st level, you know two cantrips from the summoner spell list. At higher levels, you learn additional summoner cantrips of your choice, as shown in Cantrips Known Column of the Summoner Table. When you gain a level in this class, you can replace one of your summoner cantrips you know with another cantrip from the summoner spell list.
Spells Known
You know two 1st-level spells of your choice from the Summoner spell list. The Summoner table shows when you can learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. When you gain a summoner level, you can swap out a spell of the same level with another.
Spellcasting Abilities
Wisdom is your spellcasting ability for your summoner spells. You use your Wisdom Stat whenever a spell refers to your spellcasting ability. In additiion, you use your wisdom modifier when setting the saving throw DC for a summoner spell you cast and when making an attack rolls with one.
Spell Save DC
Spell attack modifier
Artificial Evolution 2nd level
You gain 2 Evolution Points which you can spend on Artificial Evolutions. These are abilities, power ups and Upgrades you can purchase with Evolution Points to give to summons.
As you level up, you have a pool of artificial evolution points for each of your summons currently in your procession that can be spent to learn new abilities.
Each summon can have a maximum of 3 artificial evolutions on it at a time. Artificial evolutions can be changed whenever the summoner gains a new level, but they are otherwise set. Evolution points cannot be saved. All points must be spent whenever the summoner gains a level. The list of artificial evolutions can be found on Page 8
Summoner Eidolon 3rd, 7th, 14th, 17th level
You choose an archetype to enchance your summoning ability. Choose a Eidolon Subclass listed at the end of the class description. The archetype you choose grants you features at 3rd, 5th, 14th, 17th level.
Ability Score Increase 4th, 8th, 12th, 16th, 19th level
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Multistrike 5th level
Your summons start to gain power in their strikes. When you command your summon to attack, in addition to their regular attack, you can use a spell slot to allow them to attack again. They make a number of additional attacks based on the level of spell slots you used.
Double Summoning 10th level
You've learned to improve your skills of summoning. You can now summon 2 summons at once. While you have two summons out, you can use your action to have one use an action from its statblock and another use their action with your bonus action.
Potent Strikes 13th level
Your teamwork and effort to control your casting and summoning has elevated. When your summons attack and a spell slot is used, the damage is increased +1 for each level of the spell slot used.
Martyr 20th level
When you fall unconscious and have at least one summon currently summoned, you can destroy the summon and regain hit points equal to its current hit points. You cannot summon that same summon until you finish a long rest. You can perform this effect twice per long rest.
Artificial Evolutions
Listed below are the artificial evolutions available to the summoner. Each artificial evolution chosen belongs to one of your summons and an artificial evolution must be bought twice for two different summons to have it. A summon can only have 3 artificial evolutions.
Slam
- Cost 1 Evolution Points
Your summon can deliver devastating blunt attacks through a powerful fist, tentacle, etc. Your summon gains a slam attack on one arm. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.
Slam. Melee (Summoner's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Blugdeoning. Target makes a STR Save to your Spell Save or Knocked Prone.
Horns
- Cost 1 Evolution Points
Your summon grows a number of sharp horns on its head, giving it a horn attack from one head.
Horn. Melee (Summoner's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. If your summon moves at least 15 feet directly towards a creature on its turn, this attack is made with advantage when targeting that creature before the end of the turn.
Pincers
- Cost 1 Evolution Points
Your summon has a large crushing pincer or simply a powerful grip, giving it a pincer attack from one arm.
Pincer. Melee (Summoner's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. Target must make a DEX Save to your Spell Save or be grappled with the arm. While grappled, you cannot use this attack. Every time the target's turn starts, they make a DEX Save to escape.
Claws
- Cost 1 Evolution Points
An summon has a pair of vicious claws at the end of its limbs, giving it two claws.
Claw. Melee (Summoner's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. The crit chance of this attack is increased by 1. If it crits, it adds an extra die of damage.
Sting
- Cost 1 Evolution Points
An summon possesses a long, barbed stinger at the end of its tail, or grows one if it didn't have one, granting it a sting attack, with the effect of poisoning.
Sting. Melee (Summoner's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. Target must make a CON Save to your Spell Save, or be Poisoned until the start of your next turn.
Aeriel
- Cost 2 Evolution Points
A summon gains a flying speed of 30ft.
Wing Buffet
- Cost 1 Evolution Points
- Requires: Any Flying speed
An summon learns to use its wings to batter foes with fierce wings. This ability can be triggered upon summon
Wing Buffet. Ranged (Summoner's Spell Attack) to hit, 15ft, AOE around Self. Hit: 2d6 + WIS Slashing. Targets must make a DEX Save to your Spell Save, or be knocked back 15ft.
Aquatic
- Cost 2 Evolution Points
A summon can breathe in both air and water. The Summon also gains a swimming speed of 30 Ft.
Basic Magic
- Cost 2 Evolution Points
A summon gains a single canptrip from the Summoner Spell list. Your Wisdom stat is its spellcasting ability when determining its spellcasting modifier and DC.
Blindsight
- Cost 2 Evolution Points
A summon gains blindsight, enabling it to see 60 ft without the need for eyes. If the summon already has blindsight, it is expanded 60 ft
Climbing Speed
- Cost 1 Evolution Points
A summon gains a climbing speed of 30ft
Condition Immunity
- Cost 2 Evolution Points
A summon gains immunity to one of the following conditions; Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poison, or Stunned.
Darkvision
- Cost 1 Evolution Points
A summon gains darkvision, enabling it to see 60 ft in darkness in shades of gray. If the summon already has darkvision it is expanded 60 ft.
Elemental Resistance
- Cost 3 Evolution Points
A summon gains resistance to an elemental damage type. Choose of of the following; Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.
Forceful
- Cost 2 Evolution Points
One of the summon's attacks is capable of knocking a foe to the ground. Pick one attack, the summon forces any foe hit by the attack to make a STR Save equal to your spell save. On a failure, the target is knocked prone. On a success, they are unaffected.
Improved Armor
- Cost 1 Evolution Points
A summon increase its AC by +1. You may choose this evolution multiple times increasing in cost by 1 additional point each. To a total of 4.
Keen Sense
- Cost 1 Evolution Points
A summon has advantage on perception checks relying on one sense; Hearing, Sight, or Smell.
Magic Resistance
- Cost 4 Evolution Points
A summon has advantage on Saving Throws against Spells and other magicial effects.
Minor Magic
- Cost 4 Evolution Points
A summon gains a single 1st level spell from the Summoner spell list. It can cast this spell a number of times equal to your Wisdom modifier per long rest. Your Wisdom Modifier is its spellcasting ability when determining spellcasting modifier and DC.
Major Magic
- Cost 3 Evolution Points
A summon gains a single 2nd level spell from the Summoner spell list. It can cast this spell once before requiring a long rest to cast again. Your Wisdom Modifer is its spellcasting ability when determining spellcasting modifier and DC.
Mobile
- Cost 2 Evolution Points
A summon gain 10 extra feet of movement
Mount
- Cost 1 Evolution Points
A summon is properly skilled and formed to serve as a combat trained mount. The summon must be at least one size catefory larger than its rider.
Pack Tactics
- Cost 3 Evolution Points
The summon has advantage on attack rolls against a creature if one of its allies is within 5ft of the creature and the ally isn't incapacitated.
Physical Resistance
- Cost 4 Evolution Points
A summon gais resistance to a physical damage type. Choose one of the following: Force, Non-Magical Bludgeoning, Non-Magical Piercing, or Non-Magical Slashing.
Reach
- Cost 2 Evolution Points
One of a summon's attacks is capable of striking at a foes at a distance. Pick one attack. The summons's reach with that attack inceases by 5 ft. This artificial evolution can be selected multiple times, but a attacks reach can only be up to 15ft.
Regeneration
- Cost 4 Evolution Points
A summon regains 1d10 hit points at the start of their turn. If they damage from a magic source, this trait doesn't function at the start of their next turn. The summon dies only if they start their turn with 0 hit points and doesn't regenerate.
Resilent
- Cost 2 Evolution Points
A summon gains proficiency in one saving throw of the summoner's choice.
Subterranean
- Cost 3 Evolution Points
A summon gains a burrowing speed of 10ft.
Breath Weapon
- Cost 3 Evolution Points
(1/Short Rest) Your Summon learns to exhale magical energy, granting it a breath weapon from its head. Choose from the acid, cold, fire, lightning, poison, psychic, force, radiant, nerotic, or thunder damage types. In addition, choose either a 30-foot cone or 60-foot line. Your summon’s breath weapon deals half your Summoner Level in d10s damage of the chosen type and takes on the chosen shape.
Your summon may use its breath weapon as one of its actions. Creatures caught in the breath weapon must make a DEX save to your Spell Save. On a successful, save a creature takes only half damage from the breath weapon.
Frightful Presence
- Cost 3 Evolution Points
- Requires: 11th level
An summon becomes unsettling to its foes, gaining the frightful presence ability. The summon can activate this ability as an action. Opponents within 30 feet of the eidolon must make a Wisdom save equal to your summoner spell save DC or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune to ths effect for 24 hours. Selecting this evolution again causes creatures to be paralyzed instead.
Sacrifice
- Cost 3 Evolution Points
An summon can sacrifice its own health to heal another creature. As a action, the summon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount sacrificed.
Legendary Resistance
- Cost 4 Evolution Points
- Requires: 11th level
Your eidolon is incredibly resistant to physical and magical threats. Once per long rest, if your eidolon fails a saving throw, it can choose to succeed instead. You must be at least level 11 to choose this evolution, and you cannot select this evolution more than once.
Tremorsense
- Cost 2 Evolution Points
A summon gains tremorsense, eneabling it to feel the movement of the earth up to 30ft. If the summon already has tremorsense it is expanded by 30ft.
Truesight
- Cost 4 Evolution Points
A summon gains truesight, enabling it to see into the astral sea up to 30ft. If hte usmmon already has truesight, it is expanded by 30ft.
Growth
- Cost 4 Evolution Points
The Summon grows one size category to a max of Huge. If the summon cannot fit in the space, it shrinks down to fit it, but cannot shrink past its default size category
Merge Form
- Cost (4 Evolution Points)
You can merge with your summon, wrapping around yourself as a bonus action if your summon is already out, or as part of the summoning.
When they are merged with you, you gain the following:
- Supernational Armor. You can add your WIS mod to your AC.
- Resistance. You gain any resistances your Summon had.
- Inherited traits. You gain all traits and artifical evolutions the summon had.
- Summoned Weapons You also gain any attacks the summoned creature had.
This form persists for 1 minute or until you end it as an action.
Multistudy
- Cost (Same as Other Artifical Evoution + 1)
You may study from a different set of Artifical Evolutions of another Eidolon subcass you normally can't access.
Summoner Spell List
Cantrips (0 Level)
- Acid Splash
- Chill touch
- Create Bonfire
- Dancing Light
- Fire bolt
- Frostbite
- Light
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Poison Spray
- Produce Flame
- Primal Savagery
- Resistance
- Shape Water
- Shocking Grasp
- Sword Burst
1st Level
- Absorb Elements
- Alarm
- Beast Bond
- Burning Hands
- Command
- Comprehend Languages
- Create or Destroy Water
- Detect Magic
- Frost Fingers
- Feather Fall
- Grease
- Identify
- Jump
- Mage Armor
- Protection from Evil and Good
- Shield
- Sleep
- Witch Bolt
2nd Level
- Alter Self
- Barkskin
- Beast Sense
- Blur
- Borrow Knowledge
- Cloud of Daggers
- Darkness
- Darkvision
- Enlarge/Reduce
- Flame Blade
- Hold Person
- Invisibility
- Locate Object
- Locate Animals or Plants
- Magic Weapon
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Scorching Ray
- See Invisibility
- Suggestion
- Wither and Bloom
3rd Level
- Blink
- Call Lightning
- Counterspell
- Clairvoyance
- Create Food and Water
- Daylight
- Dispel Magic
- Fast Friends
- Fear
- Gaseous Form
- Major Image
- Magic Circle
- Melf's Minute Meteors
- Protection from Energy
- Haste
- Slow
4th Level
- Banishment
- Confusion
- Conjure Woodland Beings
- Control Water
- Dimension Door
- Freedom of Movement
- Mordenkaimen's Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilent Sphere
- Polymorph
- Stoneskin
- Wall of Fire
- Watery Sphere
5th Level
- Animate Object
- Bigby's Hand
- Control Winds
- Cone of Cold
- Creation
- Dispel Evil and Good
- Hold Monster
- Planar Binding
- Swift Quiver
- Telekinesis
- Teleportation Circle
- Transmute Rock
- Wall of Force
- Wall of Light
- Wall of Stone
Summoner Eidolon
A "Eidolon" is an old type of summon in the art. Back in ancient times, summoners would create their own summons. Each unique from each other. Now, very few "forms" of these unique eidolon exists. Eidolon now refers to a "school of study" for Summoners of today. Summoners who study a School of Eidolon may summon one such of these creatures at the end of their journeys.
Eidolon of the Elements
Ever since the beginning, elements were among the first to populate the planet. Those who practice the Eidolon of the Elements specialize in the overwhelming powers of these realms and the primordial titans that came from them. You combine the elements with power of your summoned creatures to create damage threats and see alternate paths of their evolution.
Additional Spells Known
When you reach certain levels in this subclass, you will know additional spells.
| Level | Spell |
|---|---|
| 1st | Chromatic Orb |
| 5th | Dragon's Breath |
| 9th | Elemental Weapon |
| 13th | Elemental Bane |
| 17th | Wraith of Nature |
In addition, when you reach the above levels, you may learn an additional spell of the evocation school and can deal a damage type of Fire, Acid, Lightning, Thunder, or Cold that is from the Summoner's spell list. That additional spell can be swapped out with another spell that fits the requirements during a long rest.
Bonus Proficiencies 3rd level
You can speak, read, and write one of the following; Auran, Aquan, Ignan, or Terran. You can also gain proficiency in one of the following; Arcana, Nature or Religion.
Elemental Form 3rd level
Your summons start to take on elemental traits, with body parts being made of the elements. Your summons gain the following Traits:
Creature Type. Your Summon is a Elemental
Amorphous. Your summons can squeeze through a gap as small as one square inch.
Elemental Type. Your summons gains the following benefits depending on its elemental type when it is summoned or as a Magic Action, shown in the Elemental Types Table. The Eidolon gains Resistance to the damage type in the Damage column, and its attacks damage types change to that type, instead of its normal damage type.
| Element | Resistance | Additional Trait | Additional Spell |
|---|---|---|---|
| Fire | Fire | Illumination. The Summon sheds bright light in a 30-foot radius and dim light in an additional 30 ft. | Control Flames |
| Water | Cold | Ocean Man. The Summon has a Swim Speed equal to its Speed and can breathe underwater. | Shape Water |
| Wind | Lightning | Flying. The Summon has a Fly Speed equal to its Speed, though it cannot fly while Grappling a creature or while mounted. | Gust |
| Earth | Bludeoning | Seige Monster. The Summon can deals double damage to structures and has +2 to its AC. | Mold Earth |
| Acid | Acid | Acid Touch. Any creature that is 5ft of the Summon has a -2 AC and -1 to attack and damage rolls until their next turn. | Acid Slash. |

Primal Sacrifice 7th level
When your summons drop to 0 Hit Points they create an explosion of elemental damage of the type you choose for it. All creatures within 10ft must make a DEX Save equal to your spell save DC. On a failure, they take your summoner level in its selected elemental resistance and a additional effect, on a success, they take half damage.
At 17th level, this range increases to 30ft.
Fire. The damage is also 3d8 fire damage.
Water. Those caught are knocked prone
Wind. Those caught are pushed 10ft away from the epicenter
Earth. The area is crushed and becomes difficult terrian even if those succeed the saving throw.
Acid. The ground is coated in acid, those standing in it have -2 AC.
Greater Eidolon: Elemental 7th level
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons be active at the same time as your Greater Eidolon.
The Greater Eidolon takes on any appearence of your choice, but its very base form is that of any element you choose when you summon it; Acid, Cold, Fire, Lightning, or Earth.
The Greater Eidolon stays a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
You can use your action to swap your greater Eidolon's element and doing so will trigger your Primal Sacrifice if you do.
At 17th Level, your Greater Eidolon's Size becomes Large.
Elemental Power 14th level
Your summons have adapted to the use of the elements in their attacks. Dependant on the elemental form of your summon you selected as part of your Elemental Strike, they gain the following benefits:
Fire/Acid/Thunder: Rebuke. The Summon taking damage can use its reaction to make the attacker take damage equal to its extra damage die of one of its attacks in its statblock
Wind: Speed. One of your summons runs swift like lightning. Its speed doubles and opportunity attacks against it have disadvantage once it starts moving but can't use again after it moves.
Cold. Freeze. Attacks on your summon can use its reaction to make the attacker lose 15ft speed until the start of your turn.
Elemental Fission 17th level
Whenever you de-summon or use a Magic Action to swap a element of a summon you can choose to activate the primal sacrifice feature even if they did not drop to 0 hit points. You can only do this one time per summon with each having to wait until a long rest to use this feature again. If the summon drops to 0 hit points it can still use Primal Sacrifice if it already used it with Elemental Fission.
Elemental Evolutions
Chromatic Bolt
- Cost 1 Evolution Points
The summon gains a ranged attack, it deals 1d6 + WIS, Range 60ft, damage of the elemental type your summon is infused with Elemental Strike, if it does not have that feature, it is any fire, cold, lightning, bludgeoning, or acid element you wish.
Chromatic Resistance
- Cost 2 Evolution Points
You have the same resistance as one of your summons.
Buffering Winds
- Cost 2 Evolution Points
When a summon is summoned or as a Magic Action creatures in the area are buffeted by harsh winds by a vortex centered on it. For 1 minutes, ranged attacks targeting on the summon or its 10ft radius, are made at disadvantage.
Torrental Rain
- Cost 3 Evolution Points
When a summon is summoned or as a Magic Action, rains manifest around the area. Causing the ground to be wet and the area lightly obscured within 60ft.
Those on the wet surface, when attacked by lightning attacks, attack rolls are made at advantage and saving throws against lightning damage are made at disadvantage. Any water that does connect to another target is affected as well.
Lightning Does Strike Twice
This particular evolution does involve using the environment around you. Consider the water and lightning interaction, not just limited to the evolution but a main rule!
Ice Dust
- Cost 2 Evolution Points
The summon can coat itself in ice as armor. It gains Temp HP equal to your Summoner Level, any melee attack made on it takes cold damage equal to your WIS Mod.
Greater Eidolon of The Elements
Large
- Armor Class 15 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 30ft
- Saving Throws Matches Summoner's WIS Mod
- Damage Vuliability Water, Cold (Fire only)
- Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
- Condition Immunities Charmed, blinded, deafened, frightened
- Damage immunities poison(Acid); fire (Fire)
- Proficiency Bonus Same as Summoner
Amorphous.(Acid, Fire, or Lightning only) The Eidolon can move through a space as narrow as 1 inch wide without squeezing.
Illumination (fire only). The Eidolon sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
Water Susceptibility (fire only) For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Siege Monster. (cold or Earth only) The elemental deals double damage to objects and structures.
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Eidolon makes slam attack twice
Slam Melee Attack (Summoner's Spell Attack) to hit, Reach 10ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.
Elemental Whirl. (recharge 4-6) Each creature within 10ft of the Eidolon's space must make a DC 15 Strength saving throw. On a failure, a target takes (2d8 + Summoner Wisdom Modifier) damage of the Eidolon's type. If the saving throw is successful, the target is pushed out of the eidolon's space and takes half damage. on a failure, the targets take full damage
Eidolon of the Guardian
Guardains are those who defend the weak from threats to dangerous to defend themselves from. Summoners of the eidolon of the guardian turn their summons into such being. You develop powerful summons to act as towers of defense.
Additional Spells Known
When you reach certain levels in this subclass, you will know additional spells.
| Level | Spell |
|---|---|
| 1st | Sanctuary |
| 5th | Enhance Ability |
| 9th | Protection from Energy |
| 13th | Aura of Purity |
| 17th | Legend Lore |
Scale Fortress 3rd level
Your summons grown in bulk with the purpose of defending.
Creature Type. Your summons are considered a Construct
Resistances. Your summoners are resistant to Poison.
Immunities. Your summons are immune to the charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned conditions.
In addition, select what kind of construct your summon is upon summon or as a Magic Action to swap to them.
Metal. Gain resistance to Non-magicial physical attacks.
Stone. The summon has +2 AC
Clay. The summon's attacks have extra 5ft of range.
Protocol Aura 7th level
Your summons exude an aura of protection which you and your allies benefit from. All allies within 5 ft of your summons can add your WIS Mod to their saving throws. If you have two summons present, you have to pick one to give the Aura. The other produces no aura. At 17th level, the aura increases to 10 ft.
Greater Eidolon: Guardian 7th Level
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 15 ft. The Greater Eidolon appears at the point. You cannot have your summons be active at the same as your Greater Eidolon.
The Greater Eidolon takes on any appearence of your choice, but its very base form is that of a large golem made of material of your choice: Either Clay, Metal or Stone.
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Disengage, or Help action.
Phase Shift 14th level
When you swap a summons forms, they release a burst of power. In a 15ft radius around them, creatures must make a DEX Save to your Spell Save DC or take half your summoner level in d6s of force damage.
On a failed save, they take full damage and are pushed 15ft. On Success, they half damage and are not pushed.
Mighty Guardian 17th level
Your summons’ adapt to a point of taking on two forms of its Scale Fortress. You can select second form for them to take on.


Greater Eidolon of the Guardian
Large
- Armor Class 14 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 15ft
- Saving Throws Str/Con +8, Matches Summoner's WIS Mod
- Damage Resistances Bludgeon, Slashing, Piercing, Poison
- Condition Immunities blinded, charmed, deafened, grappled, restrained
- Senses blindsense 60 ft., passive Perception 10
- Proficiency Bonus Same as Summoner
Siege Monster. The elemental deals double damage to objects and structures.
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5ft of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10ft of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Rider. The Summoner can ride the Guardian and benefit as if they were hiding behind 3 quarters cover.
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Slam Melee Attack (Summoner's Spell Attack) to hit, Reach 10ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Guardian Evolutions
Interpose
- Cost 1 Evolution Points
As a summon's reaction to a ally it can see within 10ft that is subject to an attack, it can leap to their defense, push them 10ft out, and become the target of the new attack, using the same attack roll of the enemy, but making a new saving throw.
Reflection
- Cost 2 Evolution Points
The summon can reflect 1d4 worth of damage if hit by an attack.
Knockdown
- Cost 3 Evolution Points
Your summon can knock down enemies in a 30ft line with a powerful slam. Those caught in the line must make a DEX saving throw or take 2d8 + WIS bludgeoning damage and knock back 10ft and knocked prone. On success, damage is halfed, and not pushed or knocked prone.
You can use your spell slots to impower this attack with a extra die for each slot.
If the targets are smaller than the summon, they make the save at disadvantage.
Barrier of Blades
- Cost 2 Evolution Points
The summon learns the Sword Burst & Blade Ward Cantrips
Earthen Armor
- Cost 3 Evolution Points
The summon draws upon its soul to create a barrier around a target it can touch. The creature gains temporary hit points equal to 1d10 + WIS mod for 1 minute.
If the summon tries to create another barrier while one is already active, the previous one is dispelled.
Sentintal
- Cost 4 Evolution Points
When your summon strikes a target with a opporunity attack, that target's speed becomes 0 for the rest of their turn.
Eidolon of the Shadow
Summoners that allign themselves with spying guilds and organizations, they use their summons as spies to watch the enemy from a afar. These summons aid them in spying, stealing, and sneaking in the world.
Additional Spells Known
When you reach certain levels in this subclass, you will know additional spells.
| Level | Spell |
|---|---|
| 3rd | Bane |
| 5th | Darkness |
| 9th | Hunger of Hadar |
| 13th | Locate Creature |
| 17th | Creation |
Shadow Mist 3rd level
Your summons become more attuned to the shadows, also becoming more misty and covered in shadow. If your summons need to make a Dexerity Check, they can add your WIS mod.
In addition, your creatures gain the following:
Creature Type. Your summons are abberant.
Resistances. Your summon is resistant to Necrotic and Poison.
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, your summon can make DEX checks adding your WIS mod.
Life Drain. Your Summon has a new attack; 1d6 + WIS necrotic, range: 5ft, To hit: Summoner's Spell Attack. *After hitting, you may add the die rolled (Without your WIS mod) to the next d20 roll you make.
Observer 3rd level
As long as your summon is within 100 ft of you, you can communicate with it telepathically, and see through their senses. As an action, you can see throught your summon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the summon has. During this time, you are deaf and blind with your regard to your own senses.
Leave No Trace 3rd level
Bonus Action, Regains Short/Long Rest
As a bonus action, your summon can magically turn invisible until the start of its next turn or until your summon attacks, makes a damage roll, or forces someone to make a saving throw. They can't use it again until you finish a short or long rest.
Fear the Dark 7th level
Your summons lean into the darkness into a way that prays on the most common fear of the mind. When you summon, or as a magic action, you can select a form for your summon to take:
Fury. Your summon makes a strike filled with anger. The last creature it attacked and hit will force the creature to target it when it next gets the chance to attack. The attacks it makes on your summon is made at disadvantage.
Despair. The summons attacks on Freightened creatures are made at advantage.
Fear. If in dim light or darkness, the summon is considered invisibile, until it attacks or creatures are aware of it.
Greater Eidolon: Shadow 7th level
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons be active at the same time as your Greater Eidolon.
The Greater Eidolon takes on any appearence of your choice, but the creature resembles a misshapen biped marked by the chosen emotion, Fury, Despair, or Fear, which determines certain traits in its stat block.
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
From Shadows 17th level
Your summons are adept at surprising enemies in combat. Whenever your summons have adventage on an attack roll, they can add an extra 5d6 damage to the damage roll.

Greater Eidolon of Shadow
Medium Monstrosity
- Armor Class 11 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 40ft, Climb 20ft
- Saving Throws Dex +6, Matches Summoner's WIS Mod
- Skills Acrobatics +6 , Sleight of Hand +6, Stealth +6. Perception +3
- Damage Resistances Necrotic
- Condition Immunities Charmed, blinded, deafened, frightened
- Senses Dark Vision 300ft
- Proficiency Bonus Same as Summoner
Amorphous. Nightmare can move through a space as narrow as 1 inch wide without squeezing.
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Eidolon makes 2 Rend attacks
Rend Melee Attack (Summoner's Spell Attack) to hit, Reach 10ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.
Bonus Action
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Evolutions
Shadow Aura
- Cost 3 Evolution Points
Your summons exude an aura of shadows which you and your allies benefit from. All allies within 5 ft of your summons have advantage on stealth checks and dexterity saving throws. If you have two summons present you have to pick one to give the Shadow Aura. The other produces no aura. At 17th level, this aura increases to 10 ft.
Shadow Escape
- Cost 2 Evolution Points
As a reaction to being damaged other than radiant, the Summon can reduce that damage by half and teleport 15ft away.
Shadow Blur
- Cost 4 Evolution Points
If in dim light or darkness, the next attack made at the summon are at disadvantage
Darkness Cloud
- Cost 2 Evolution Points
(1/Long Rest) The summons conjures darkness at one creature within 15ft of itself. The target must succeed on a CON Save to your Spell Save DC or be blinded until the end of your next turn.
Eidolon of the Tactician
Of times past, during times of war, many Summoners are praised for being masterful tacticians of the battlefield. With both allies and summons, you dictate the pace of the battlefield.
Commander 3rd level
You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 3rd level.
Also, you have developed a head for tactics during battle and can apply tactics in battle. (WIS Mod per Short/Long Rest)
You learn three tactics from the following list at the end of the subclass. You learn additional tactics at the levels 9th, 13th, and 17th. Some tactics may require you be at least a certain level. When you take a long rest, you may study and replace tactics with another.
Also, when you or your summon use the Help action to aid an ally in attacking a creature, the target of that attack can be within 15 ft. of you or your summon, if the target can see or hear you.
Know Thy Enemy 7th level
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.
The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Intelligence score
- Wisdom score
- Charisma score
- Armor Class
- Current hit points
- Class levels (if any)
At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Greater Eidolon: Master Tactican 7th level
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons active at the same time as your Greater Eidolon
The Greater Eidolon takes on any appearence of your choice, but its very base form is that of a flying creature
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)
From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
According to Plan 14th level
You recover half of your expended tactics uses when you roll for initiative.
Eidolon's Sacrifice 17th level
You are able to sacrifice your Summon or Eidolon to recall the magic energy which makes up its body and calm your mind. Your Summon is unsummoned and you recover half the expended uses of your Tactics feature. If you sacrifice your Eidolon, you gain all uses of your Tactics feature. You can continue to summon back your Greater Eidolon after 1 hour.
Greater Eidolon of the Master Tactican
Small
- Armor Class 16 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 40ft, Fly Speed 30ft
- Saving Throws Dex/Int+7, Matches Summoner's WIS
- Skills Perception +7, Arcobatics +7, Investigation +7
- Condition Immunities Charmed, blinded, deafened, frightened
- Senses Blindsight 60ft, Truesight 60ft
- Proficiency Bonus Same as Summoner
Sight beyond Sight. The Eidolon is capable of relaying to the summoner everything it sees without needing a action to see through it.
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Peak. Melee Attack (Summoner's Spell Attack) to hit, Reach 5ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.
Tactics
Listed below, are tactics available to the summoner.
Advantageous
When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.
Interpose
When a creature you can see attacks a target other than you that is within 10ft. of you or your summon, you can use your reaction for you or the summon to jump to the ally's location to push them out of the way and become the target of the attack.
Quick Attack
When you take the Attack action or cast a spell, as a bonus action, you may direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Tactical Swap
As a bonus action, your summon and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.
Summon Bind
When your summon lands a melee attack, as part of its action you may empower it. You attempt to bind the target creature to your summon. The target of your summon's attack must make a Dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the summon, and becomes restained until the start of your next turn.
Eidolon Shine
As a bonus action you cause your summon to shine brightly. All creatures who can see the summon within 10ft. must make a Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn.
Move Position
As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.
Devotion
(10th Level Required). When a creature within 10ft. of your summon attacks another creature with a melee attack successfully, as a reaction you may add your Wisdom modifier and proficiency bonus to the damage roll.
Two-Pincher Attack
When you see an ally is attacking a creature and their attack lands on a die result 19 or 20, and you haven't used your help action, you can use your reaction to make that attack land on a critical hit.
Make Them Look
When your summon lands an attack, as part of their attack you may empower it further. You attempt to attack their mind. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become frightened of the summon until the end of your next turn.
Exit Plan
As a bonus action, all allied creatures within 20ft. of you or your Summon gain 10ft. of movement until the start of your next turn.
Plan of Attack
As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.
Quick Summoning
(14th Level Required). As an action, you may summon an your summon as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest.
Twin Casting
(6th level required.) When you cast a 1st level spell or higher, your summon also casts the spell at the same time. However, this requires, and uses up, an additional spell slot, and the spell the summon uses cannot be upcasted.
Switching Step
(6th Level Required). As a bonus action, you may switch places with your summon instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.
Arcane Bind
(6th Level Required). As an action all creatures within 10ft. of your summon must make a Dexterity saving throw against your Spell Save DC or become restrained for 1 minute. As an action on their turn an affected creature may make a Strength saving throw to end the effect.
Emergency Provision
(Level 10 required.) When a creature you can see takes damage, as a reaction you may cast a spell its target. You can also cast this spell through your summon.
Hold the Line
As a reaction, creatures within you or your summon's range of 10ft gain a bonus to their AC equal to your Wisdom Modifier
Charge!
As you have your summon move towards another creature, using your reaction you can have that summon use an attack from their statblock. It deals bonus damage equal to your Wisdom Modifier. If the enemy getting hit by this tactic is smaller than your summon, they must succeed a strength saving through against your spell save dc or be knocked Prone.
Pull/Push
Whenever the summon makes a successful attack, the target of the attack is pulled or pushed 5 feet closer or further away from the Summon. If the summon is within 5ft of the target, the summon also moves too. This tactic only works on creatures of a size equal to or smaller than the summon. Creatures pulled in this way do not provoke attacks of opportunity.
Eidolon of the Radiant
Summoners often go down the path of the heavens. Using their summons to heal. Many often being doctors or priests.
Additional Spells Known
When you reach certain levels in this class, you will know additional spells.
| Level | Spell |
|---|---|
| 1st | Healing Word |
| 5th | Lesser Restoration |
| 9th | Mass Healing Word |
| 13th | Death Ward |
| 17th | Greater Restoration |
Heaven Touched 3rd level
Your summons start to take on traits of that of a celestial. Such as growing feather wings or glowing light. They gain the following traits:
Creature Type. Your Summons creature type becomes Celestial.
Resistances. Your Summon is resistant to Radiant Damage.
Healing Touch. When you command your summon to attack, you can instead heal an ally it can touch with the cost of a spell slot, using the damage dice of the select attack + 1 for each spell slot level expended.
Ward of Life 7th level
When you heal another ally or creature through your summon, your summon can use its reaction to make an attack.
Greater Eidolon: The Radiant 7thlevel
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons active at the same time as your Greater Eidolon.
The Eidolon's appears depends on you, but looks like that of a celestial. When summoned, select choose Avenger or Defender. Your choice determines the creature’s attack in its stat block.
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon
Blessed Aura 14th level
Friendly creatures in the presence of your Summon are blessed with confidence and protection.
When you heal through your summon you can remove one of the following conditions: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned or Stunned.
Light in Darkness 17th level
When you heal through your summon that heals which will not grant temporary hit points, that creature gains your summoner level in temporary hitpoints.
Greater Eidolon of the Radiant
Large
- Armor Class 17 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 30ft
- Saving Throws. Matches Summoner's WIS Mod
- Damage Resistances Radiant
- Condition Immunities blinded
- Proficiency Bonus Same as Summoner
Aura of Light. The Eidolon radiates bright light in a 60-foot radius. If an undead enters or ends its turn inside the aura, it takes 9 (2d8) radiant damage.
Radiant Weapon. The Eidolon's attacks are magical.
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Eidolon makes a 2 attacks from its statblock.
Blast of Light Ranged Spell attack (Summoner's Spell Attack) to hit, Reach 60ft one target. Hit: (2d8 + WIS Modifier) Radiant damage.
Radiant Rend. Melee Weapon Attack: (Summoner's Spell Attack), reach 5 ft., one target. Hit: 1d10 + WIS Mod radiant damage, and the Eidolon can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Evolutions
Bolt of the Heavens
- Cost 2 Evolution Points
Your summon gains a ranged attack of 30/90ft, damage of 1d6 radiant + WIS Mod
Aura of Magnificence
- Cost 3 Evolution Points
Your summon can use its action to make a aura to make creatures in 10ft of it to make a WIS Saving throw against your Spell Save DC or become frightened of the Summon until your next turn.
Observant
- Cost 3 Evolution Points
Your summon has extra sight to alert you. You and your summon cannot be surprised, and Perception checks looking through your summon are made at advantage.
Gift of Heaven
- Cost 3 Evolution Points
When your summon dies or you dismiss it, you can instead grant your summoner level to an ally within 30ft in temporary HP.
Overheal
- Cost 3 Evolution Points
(1/round) When you heal by a spell or your summon, if your left most die is its max roll, you can add another die and add to it. If that is max, you can roll again.

Eidolon of the Fey
Eidolon of the Fey are the trickest to capture and control. Being the most intelligent of the captures a summoner can capture, Fey always outwit people. Most of the time because they think its funny. They are pranksters, jokers, and mischeivious. To capture and control fey magics, one must think like a fey.
Additional Spells Known
When you reach certain levels in this subclass, you will know additional spells.
| Level | Spell |
|---|---|
| 1st | Charm Person |
| 5th | Nystul's Magic Aura, |
| 9th | Phantom Steed |
| 13th | See Invisibility |
| 17th | Tree Stride |
Fairie 3rd level
Your summon is accustomed to the disorienting powers of the feywild, even taking on fey traits and appearences of the fey. Gainging the Following Traits:
Creature Type. Your summons' creature type being Fey.
Size. Your Summons size is considered Tiny until it either makes an attack, initative is rolled, forces a creature to make a saving throw or has the incapacitated condition, or ending the effect yourself, then it turns back into Medium size. It requires a Magic Action to shrink the Summon's size to Tiny.
Speed. Your summon has fairy wings, gaining a fly speed of its movement speed.
Enchantment Resistance. You and your summons have gain advantage to saves against Charm effects.
Maddening Tricks 7th level
1/Long Rest
You and your summon learn the Misty Step spell. When you or your summon use the spell, they turn Invisible
Also, as a bonus action, you and your summon can swap positions, as long as you two are within 30ft of it each other, after performing this swap, creatures within 10ft of both of you make a CHA Save or be charmed by you, they make this save at the end of their turn, and if they succeed, they are immune for 24 hours.
Greater Eidolon: Fey 7th level
You can dismiss your summon(s) to summon your greater Eidolons for this subclass. Choose 2 unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point.
The Greater Eidolons are twins. They the appearence of however you wish, but their creature type is Fey.
The Greater Eidolons takes a number of turns equal to half your summoner level (roll once for both), and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. Select one summon's artifical evolutions to inherit to the Trickster, and another summon to inherit to the Warrior.
As normal, the Greater Eidolons shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
Trust Me, I'm a Fairy! 14th level
Your summon gains the ability to magically control those charmed by you or your summon. To creatures charmed, you may make a command of them, they must use their action or bonus action as they are able, including attacking their own. If they do, they are cleased of their charm and are immune for 24 hours.
See Through The Tricks 17th level
As a reaction to being hit, either you or your summon can cast Misty Step and trigger the effects of Maddening Tricks.
Greater Eidolon of the Fey: Trickster
Small
- Armor Class 12 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed Fly 30ft (Hover)
- Saving Throws Matches Summoner's WIS Mod
- Damage Resistances Radiant
- Condition Immunities Charmed
- Proficiency Bonus Equals Summoner
Innate Spellcasting The Eidolon's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:
At Will: bladeward, light
2/day each: Cure wounds, Healing word
1/day: Aid, Dominate Person
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Fey Bolt. Ranged Magical Attack: (Summoner's Spell Attack) to hit, Reach 30ft., one target. Hit: (2d8 + WIS Mod) radiant damage.
Fey Lance (Recharge 5 or 6). Ranged Magical Attack: (Summoner's Spell Attack) to hit, Reach 30ft., one target. Hit: (1d10 + WIS modifier) radiant damage.
Fey Shield (Recharge 6). The Eidolon creates a shield of temporary hit points around a target creature within 60ft. of them. This shield is 1d4 + your WIS modifier. The shield lasts for one minute before fading. The Creature also has advantage on saving throws against fey creatures.
Greater Eidolon of the Fey: Warrior
Small
- Armor Class 13 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed Fly 30ft (Can Hover)
- Saving Throws Matches Summoner's WIS Mod
- Damage Resistances Radiant
- Condition Immunities Charmed
- Proficiency Bonus Equals Summoner
Inherited Artificial Evolutions
Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Fey makes a shortsword attack twice
Shortsword. Melee Weapon Attack: (Summoner's Spell Attack) to hit, reach 5 ft., one target. Hit: 2d6 + Summoner Wisdom Modifier
Bonus Actions
Fey Step. The fey magically teleports up to 30ft to an unoccupied space it can see. Then choose one of the following effects.
Weapon Feint The fey can force one creature it can see within 10 feet of it to make a WIS Save against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Pixie Dust The fey can fill a 5ft cube within 5ft of it with magical darkness, which lasts until the end of its next turn.
Evolutions
Tricky Escape
- Cost 2 Evolution Points
(1/Long Rest.) Whenever your Summon is hit with a melee weapon attack, it can use its reaction to force the enemy to make a WIS Save throw. On a failed save, the creature's attack is redirected to a new target or force it miss.
Hypontizing Song
- Cost 2 Evolution Points
(1/short rest). One creature of your choice within 30ft of the Summon must make a WIS Save throw. On failure, it becomes your Charmed for 1 minute, or until it takes any damage. It can repeat the saving throw at the end of each of its turns, ending the effect on success.
Faerie Fire
- Cost 1 Evolution Points
Your summon learns the Faerie Fire spell.
Illusionist
- Cost 3 Evolution Points
Your summon can dispel the effects of spells from the enchantment, illusion and transmutation schools of magic by touching the object or creature affected by the spell. The spell must be level four or lower to be dispelled in this manner.
Sharp Eye
- Cost 3 Evolution Poitns
Your summons are immune to the effects of enchantment, illusions and transmutation spells. You can allow the spell to affect them if you wish.




Eidolon of the Infernal
The realms of the infernal are places that any chronicler of species would dare to capture. The Eidolon of the Infernal is one group of summoners that is often the most dangerous. Dealing with creatures of the hells that would drive lesser men insane.
Additional Spells Known
When you reach certain levels in this subclass, you will know additional spells.
| Level | Spell |
|---|---|
| 1st | Hellish Rebuke |
| 5th | Crown of Madness |
| 9th | Hunger Of Hadar |
| 13th | Charm Monster |
| 17th | Contact Other Planes |
Walk Backwards Into Hell 3rd level
You speak, red, and write Abyssal and Infernal if you haven't already. Your summons take on more infernal appearences. Such as horns or barbed tails with the following traits
Creature Type. Its creature type changes to Fiend.
Resistances. It has Resistance to Fire and Poison damage.
Demon Rage. When your summon reaches Bloodied. it gains the following:
- Berserk. The summon goes Berserk, all attacks made are done at advantage
Terror Scream 7th level
Your summon carries a dark presence when attacked, and gain the following use when in its Demon Rage
Wail of Agony. When creatures attack your summon, it can use its reaction it can make a painful screech to all creatures within 5 ft of your summon to take the same damage it took as psychic damage. Once it does this, it can attack at advantage on its next turn.
Greater Eidolon: The Infernal 7th level
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.
Demon Anatomy 14th level
Your summons can take more punishment. Your summon(s) gains immunity to fire and poison damage and the poisoned and exhausted conditions. Your summons gain the following for their Demon Rage:
Harded Skin. The summon gains Temporary Hit Points equal to your Wisdom Modifier.
Shell. The summon gains resistance to slashing, piercing, and bludgeoning damage.
Demon Superority 17th level
Your summon gains even further power in taking hits, As a magic action, you can automatically cut your own summon's Hit Points in half so it can enter its Demon Rage.
It also gains the following uses when its in Demon Rage.
Hellfire (Recharge 6) Each creature in a 30ft cone in front of you makes a DEX save to your spell save DC, or take a a amount of d10s equal to half your Summoner Level.
Greater Eidolon of the Infernal
Large
- Armor Class 17 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 30ft
- Damage Immunities Fire, Poison
- Condition Immunities poison
- Languages inferal, abyssal, Same as Summoner
- Proficiency Bonus Same as Summoner
Fire Aura. Creatures that enter within 5ft of the Eidolon's space that start or end their turn there take 1d10 fire damage.
Magic Resistance. The Eidolon has advantage on saving throws against spells and other magical effects.
Inherited Artificial Evolutions
Greater Eidolon of Infernal inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Eidolon makes 2 Rend Attacks
Rend Melee attack (Summoner's Spell Attack) to hit, Reach 5ft one target. Hit: (2d8 + Summoner Wisdom Modifier) Piercing damage.
Evolutions
Lethe
- Cost 2 Evolution Points
When your summon reaches 0 HP by damage of a hostile creature, before disappearing into your catalyst, it enters a violent rage. In its death roe, it will move half of its movement speed to make one last empowered attack at a creature. If it hits, it is a critical.
Searing Hellfire
- Cost 4 Evolution Points
When your summon inflicts fire damage to a target that is immune to fire, it becomes resistant to it instead, if it was resistant, it is no longer resistant.
Chains of Avernus
- Cost 3 Evolution Points
The summon gains a ranged attack, range 30ft, one target, deals 1d6 fire damage.
(1/Long Rest) Upon hit, the target is restrained until the start of your next turn.

Eidolon of the Dragon
Dragons are the most powerful beings in the world. So a summoner wishing to study these creatures for capture are ones whos lives are in the most danger. Dragons aren't ones to simply allow themselves to be captured.
Additional Spells Known
When you reach certain levels in this subclass, you will know additional spells.
| Level | Spell |
|---|---|
| 1st | Absorb Elements |
| 5th | Dragon's Breath |
| 9th | Ashardalon's Stride |
| 13th | Elemental Bane |
| 17th | Immolation |
Dragon lore 3rd level
You speak and write draconic if you haven't already. Also, your summons start to take on traits of dragons and develop scales and horns, they gain the following traits:
Creature Type. Its creature type changes to Dragon.
Breath Weapon. Your summons gains the Breath Weapon Artifical Evolution.
Draconic Type. When you summon a summon, or as a magic action to switch, it can gain resistance to one of the following: Fire, Acid, Cold, Lightning, Thunder, Poison, Pyschic, Necrotic, Force, or Radiant.
O' Man & Dragon 7th level
You and your summons have learned to unlock their inner destructive power and gain the following:
Dragon's Burst.(1/Long Rest) Evocation spells you cast can be upcasted to a level half of your summoner level.
Affinity. Evocation Spells casted through your summon that matches the damage type they are resistant to adds + WIS Mod to your spells damage roll once.
Greater Eidolon: The Dragon 7th level
You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
Upon summon, decide weither your Greater Eidolon's dragon type to gain resistance to acid, cold, fire, lightning, poison, force, necrotic, psychic, radiant, or thunder.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.
Master of Dragons 14th level
At 14th level, your summons have learned the final step to true dragonhood, Wings. One of your summons have a flying speed equal to their movement speed. In addition, you can use your reaction to instantly teleport to your summon within 30ft and mount them, if they are smaller than large, they come large while mounted.
Dragonkin 17th level
Dependant on your summon's Draconic Family will upgrade:
Chromatic: After taking damage on what you have for Elemental Resistance, they can inflict 2d10 damage of the absorbed elements on their next attack once.
Metal: When your summon casts a damaging spell to fiends or undead, they can add your wisdom modifier to the damage.
Gem: As the summon's reaction to taking damage to the damage they are resist to, they use their reaction to make a counter attack. The damage type is psychic.
Greater Eidolon of the Dragon
Large
- Armor Class 17 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 30ft. fly 60ft. Swim 30ft.
- Saving Throws Matches Summoner's WIS Mod.
- Skills Perception +6
- Damage Resistances acid/cold/fire, lightning/poison/force/necrotic/psychic/ radiant/thunder
- Condition Immunities Charmed, Frightened, Poisoned.
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages Draconic, Knows Summoner Languages
- Proficiency Bonus (PB) equals your bonus
Inherited Artificial Evolutions
Greater Eidolon inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Greater Eidolon makes 2 Rend attacks
Rend. Melee Weapon Attack: (Summoner's WIS + PB to hit), Reach 5ft., one target. Hit: 2d6 + Summoner's WIS slashing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
Evolutions
Elemental Bite
- Cost 1 Evolution Points
Your Summon has a bite attack that deals 1d8 + WIS Mod piercing damage, Range: 5ft, After hitting, you can decide to restore Hit Points to yourself or your summon, or deal extra damage of 1d6 + Summoner Level
Empowered Blast
- Cost 3 Evolution Points
When you cast a evocation spell through your summon, when you roll damage youc an roll the damage dice twice and use either total.
Absorb Elements
- Cost 2 Evolution Points
You and your summon learn Absorb Elements and can use it on all damage types that aren't physical damage.
Trance
- Cost 4 Evolution Points
When you cast a spell, if you and your summon are within 30ft each other, you can use your bonus action to maximumize the damage of it as you combine your whole powers together.
If you do this, you and your summon take 1d12 damage as feedback, doing this again before taking a long rest will increase the feedback damage by 1 die.
Eidolon of the Undead Grafted
Those of the Undead Grafted are the shunned by the other Eidolon orders. Oftening taking their summons to the realms of undeath and going further through methods of merging those dead with each other. To what end? Some do it because the undead are dead, no longer living, some believe it is the true form of life, and others simply are deadly curious.
Additional Spells Known
When you reach certain levels in this subclass, you will know the additionals spells.
| Level | Spell |
|---|---|
| 1st | Cause Fear |
| 5th | Gentle Repose |
| 9th | Animated Dead |
| 13th | Blight |
| 17th | Danse Macabre |
Undead Fortitude 3rd level
Your summons take on traits of the undead and gain the following traits:
Creature Type. They are considered undead and are effected by effects that effect such creatures.
Immunity. Your summon is immune to poison damage, and immune to the poison condition.
Resistance. Your summon is resistance to necrotic damage.
Undead Fortitude When your summon reaches 0 Hit Points, you can make a WIS Save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the summon drops to 1 hit point instead.
Grafting Adaption 3rd level
Artifical evolution costs for your summons are reduced by 1 and your summons max artifical evolution cap is increased from 3 to 4.
Monsterous Mending 7th level
Your control of the dead are extended to the battlefield. When a creature within 10ft of you or your summon reaches 0 Hit Points and dies, your summons can take parts of the corpse and make a reaction to do one of the following:
- Gain Temporary Hit Points based on your Summoner Level. These Temporary Hit Points dissapate when hit by a radiant attack.
- Force the dying creature to make one melee attack against another creature within its reach.
Greater Eidolon: The Grafted 7th level
You have unlocked the ability to fuse your summons together. You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.
The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.
Undying Control 14th level
(1/Long Rest) Your knowledge of the dead lets you summon an additional creature with ease. When you summon your summon, you can also cast Animate Dead at the same time. You can choose to upcast it at this moment. That creature summoned follows the same rules as your other summons.
Bublus Growth 17th level
Your summons are growing hungry in battle. When you use Grafted Control to control souls of the fallen, it enlarges and grows for 1 minute or you may end it as a bonus action.
- It size becomes Large
- Its speed is 40ft and has a climb speed of 40ft
- Its Undead Fortitude has advantage
- When it does damage with Poisonous Claws, it inflicts and additional 1d8 necrotic.
Greater Eidolon of the Grafted
large
- Armor Class 17 + Your WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 30ft
- Saving Throws Matches Summoner's WIS Mod
- Skills Athletics +6 Medicine +4
- Damage Immunities Necrotic, Poison
- Condition Immunities Poison
- Languages Understands Summoner languages
- Proficiency Bonus (PB) equals your bonus
Leap Attack. If the Eidolong of the Grafted moves up to 15ft, it can leap 20ft forward and attack. The target must make a Str Save DC of 14 or take (15) (3d8+3) Bludgeoning damage and fall prone.
Inherited Artificial Evolutions
Greater Eidolon of Undead Grafted inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Eidolon of the Grafted makes 2 attacks
Sharp Melee Strike. Melee Weapon attack: (Summoner's Spell Attack) to hit, Reach 5ft, one target. Hit: 7 (1d8+ summoner wisdom mod) piercing/Bludgeoning Damage
Swinging onslaught (recharge 5-6.) The Eidolon of the Grafted makes up to five chain attacks with its melee limbs in sucession. Two attacks are always made but with each successful hit, it triggers another. if one attack in the chain misses then the action ends.
Evolutions
Life Drain
- Cost 2 Evolution Points
Your summon gains the Life Drain attack. Range 5ft, 1d6 + Wis Mod in necrotic damage. Upon hit and damage, target makes on a CON Save, on failure, you or your summon gain Temp Hit Points from half damage dealth. This Temp Hit Points are depeleted upon taking Radiant Damage.
Etherneal
- Cost 3 Evolution Points
(1/Long Rest) As a magic action, your summon can enter the ethereal plane and phase through objects for 1 minute. If it ends its turn in a object, it takes 1d12 force damage, if by the end of the duration it is still in a object, it is teleported to the closest open space.
Eruption
- Cost 2 Evolution Points
When your summon reaches 0 Hit Points, it makes an necrotic exposion. Those withing 10ft of the summon must make a DEX Save to your Spell Save, or they take 3d6 Necrotic damage, half on success.
Eidolon of the Greensinger
As a gift from nature or maybe you were trained by druids and shamans. The greensinger Eidolons are probably the most pure of the Summoners. They take their duty to of cataloguing creatures and nature seriously, going as far to expand it to plants. Often doing it for the sake of their safety.
Additional Spells Known
When you reach certain levels in this subclass, you will know the additionals spells.
| Level | Spell |
|---|---|
| 1st | Goodberry |
| 5th | Spike Growth |
| 9th | Plant Growth |
| 13th | Grasping vine |
| 17th | Tree Stride |
Child of the Forest 3rd level
The forest has embraced your soul and your summons, gaining the following traits:
Creature Type. Your summons are considered svylan and plant type.
Resistances. Your Summons are resistant to bludgeoning and piercing.
False Appearance. When the plant remains motionless, it is indistinguishable from a normal plant.
Vines. Your summons can grow roots and vines that seize the momentum of creatures. Your summons know the spells Entangle and Ensnaring Strike, using your Summoner Spell slot, Spell attack and DC saves. As one of your summons attacks, they can cast Ensnaring Strike right away. However, large creatures do not have advantage on the saving throws. On a failed save, the target is grappled by your summon. While grappled in this way, a creature is restrained. Your summon can only have one creature grappled by the use of this feature, and while it has someone grappled this way, it can only attack that creature.
Ingrain 7th level
Your summons are able to control their roots with better precision. Using your tactics feature, you can command your summon to perform the following effects.
Throw. You command your summon to throw a creature it has entangled. On its turn, after your summon used entangle or ensnaring strike on its target, and the target failed its save, you can choose to have the target flung 30ft away from your summons direction.
Extending Vines. By your command, your summon attempts to pull enemies into danger. If your summon uses Entangle or Ensnaring Strike on its turn, it can target a creature within 30 feet of it. If the target fails to escape the grapple, it also gets pulled within 10 feet of the plant.
Also, your summons can ingrain themselves into the earth. During your short rest, your summon can use its hit die to recover health once per long rest.
Greater Eidolon: The Verdant 7th level
You call upon nature to give you its loyal servant to assist you. You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.
The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)
As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.
Lifevine 14th level
Your summon can redirect some of the damage it is taking towards a held target.
Whenever your plant takes damage while it is grappling a target with Ensnare or Ensnaring Strike spell, damage taken by the target of the spell is reduced by an amount equal to your Wisdom modifier and the grappled creature takes damage equal to your Wisdom modifier that is of the same type as the damage your plant took.
Sapping Grip 17th level
When your summon uses Ensnare or Ensnaring Strike, it can now hit all creatures within your summon's attack range, when using its Ingrain feature, it can apply to all captured creatures.
Greater Eidolon of the Greensinger
Large Plant
- Armor Class 15 + Summoner WIS Mod
- Hit Points 10 Times Summoner Level (D8 = Summoner's level)
- Speed 20ft Swim 20ft
- Saving Throws Matches Summoner's WIS Mod
- Damage Resistances Cold, Fire, Poison
- Damage Immunities Lightning
- Condition Immunities Blinded, Deafened, Exhaustion
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
- Proficiency Bonus (PB) equals your bonus
Lightning Absorption. Whenever the Greater Eidolon is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Inherited Artificial Evolutions
Greater Eidolon inherits the Artificial Evolutions of the two dismissed summons.
Actions
Multiattack. The Eidolon makes two slam attacks.
Slam. Melee Weapon Attack: (Summoner's Spell Attack) to hit, Reach 5ft., one target. Hit: 13 (2d8 summoner wisdom mod) bludgeoning damage. After it hits, target must make a DEX Saving Throw to your Spell Save DC or be restained by vines.
Evolutions
Thorns
- Cost 3 Evolution Points
Your summons are thorny. When attacked by a melee attack or hitting with their Melee attacks, they deal back 1d8 piercing damage. They also inflict this damage if they are grappled. Creatures grappling your summon make their grapple checks at disadvanage.
Bark
- Cost 2 Evolution Points
Your summon has +2 AC. Also, once per turn, when your summon hits with an attack, the target makes a STR Save to your spell save DC or be knocked prone.
Rooted
- Cost 2 Evolution Points
Your summon can root itself. Its movement is reduced 0ft, It gains +3 AC, gains a die in its damage rolls, and cannot be forced to move or knocked prone.
Summoner Spells
Enkindle
1st level Evocation
- Casting Time: 1 action
- Range: 60ft
- Target: A creature within range
- Components: V, S
- Duration: Instantaneous
You know how to channel the arcane energies between you and a creature to make tactical strikes. Select a willing creature within 30ft you can see and a target creature between the two of you. Roll a single spell attack roll and both you and that creature shoot out arcane beams in a line, all those in the line who's AC is lower than the attack roll take 1d8 force damage.
At higher levels, the damage increases to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
Life Missile
1st level evocation
- Casting Time: 1 action
- Range: 30ft
- Components: V, S
- Duration: Instantaneous
You barrow the energies of all friendly creatures within the spell range centered on you. From them, you launch several missiles that hits targets that you can see within range that is the same as friendly creatures at the start of casting. The darts strike all at once, and you can direct them to one target or several. Roll a spell ranged roll and the targets take 1d6 force damage.
At Higher levels. The damage increases to 2d6 with each missile above 1st.
Sacred Savior
3rd level Divination
- Casting Time: 1 action/1 reaction
- Range: 60ft
- Components: V, S
- Duration: Instantaneous
You may cast this spell as an action or a reaction when a creature takes damage. A creature within range you can see is healed for 2d8 hit points instantaneously.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 3rd.
Sacred Soil
4th level evocation
- Casting Time: 1 action
- Range: 30ft
- Components: V, S
- Duration: Concentration, up to 1 minute
From the ground itself, you create a magical dome barrier around a point you choose. The barrier can be 10ft to 20ft. in radius and spherical. All allies within it are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the heal increases by 1d6 for each slot level above 5th.
Changelog V1 -> V2
- Changed the max CR at level 1 to 1/4
- Increased the hit die from 1d6 to 1d8
- Changed the HP stat on all Greater Eidolons to better scale.
- Made Greater Eidolon's PB match the summoners.
- Removed commanding summon restriction requiring the summoner to make the kill on a enemy.
- Moved Eidolon of the Radiant "Can cast a spell from your summon's location as if they casted it" part of commanding summons at level 1. In addition to being able to cast Self spells as if they were the ones casting.
- Added more spells to fit the theme better
- Removed Eidolon of the Tactican's 7th Level Feature "Two Pincher Attack" as a Tactic.
- Massively changed all Greater Eidolons to 7th level and made them scale properly, replaced the capstones of each subclass with new ones. Some Greater Eidolon's have new options on summon.
Changelog V2 -> v3
- Removed Capturing Mechanic and replaced it with template summons. As a result, everything has been reblanced to take that into consideration. Like mentions of CR removed.
- Added Summons learning Feats along with Summoner
- Added Additional Tactics: Hold the Line, Charge!
- Added Evolution: Growth
- Reworked Eidolon of the Elements to have more abilities when element is selected
- Removed ability from Greater Eidolon of the Fey: Warrior that granted itself advantage. Basically enabling forever advantage.
- Added Undead Grafted Subclass!
- Added Greensinger Subclass!
- Summoner themed spells were added! Learn spells that utlitize having a partner!
- Added art!
V3-3.1
- Made the summons attack and damage die better scale
- Adjusted and nerfed stats of the Draconic Eidolon to match other eidolons.
- Changed features of the Infernal Subclass to make it different from Draconic
V3.1-V4.0
- Massive reformating of text and presentation.
- Reformated Summons to use Summoner's Spellcasting mod in attacks and AC with Greater Eidolons.
- Made all Saving Throws use Summoner's WIS. Removed Stat numbers to reduce screen bloat.
- Tactics are moved to the Tactican Subclass.
- Couple more Artifical Evolutions, including Multistudy gave all subclasses their own unique Artifical Evolutions.
- Due to Multistrike and Potent Strikes having natural damage scaling and stat scores are removed due to reduncy, Natural Evolution was removed
- Many subclasses have been changed and buffed to fit with the reformat for easier reading.
- Elemental: Elemental Strike extra damage removed, elemental summons have better traits and additional cantrips.
- Elemental: An additional Evocation spell at the selected levels can be selected.
- Elemental: Additional Artifical Evolutions added.
- Guardian: Your summon can select to be made of Metal, Stone, and clay. As well as additional Evolutions
- Shadow: You can select a form for your summon to take: Fury, Despair, or Fear.
- Shadow: Your summon gains Life Drain. As well as additional Evolutions
- Tactican: Tactics moved to the Tactican
- Radiant: Healing Touch allows you to use the summons attack die with a spell slot cost. Additional Evolutions
- Fey: Resistance to charmed effects.
- Fey: Maddening Tricks changed to have misty spell, swap places and charm
- Fey: Can make a command to charmed creatures.
- Fey: No longer can learn Domination person.
- Inferal: Now has Demon rage when blooded. Features now revolve around it.
- Dragon: Can now upcast evocation spells to half your summoner level.
- Undead: Slight wording changes and additional evolutions, otherwise, no major changes.
- Greensinger: Now has False Appearence, new evolutions.
V4-V4.1
- Fixed some errors
- Base evolutions have been adjusted to incentatize picking them.
- Adjusted amount you summons you get at the supposed dead levels, due to previous levels having stuff already.
- Pack Tactics removed from Quad Beast and made a Evolution
- Breath Weapon changed to a scaling die in damage.
V4.1 - V4.2
- Adjusted Summons and eidolon health to be more consisent. Changing from "Match summoners health" to "5+5 times summoner level", "5 + 4 times Summoner level", "10 times summoner level". A overall nerf but nesseceary
- Noticed that Grafted Undead Eidolon was missing the round limit line of text. That is now added.
Art Credits
Cover Art: Designed by me, u/AlwaysDragons/ DanDraco on Twitter
Page 2: Dragon Tamer by Jowie Lim
Page 4: Art by Harumi Namba. (Original Artstation post was deleted)
Page 5: Commission by Patricia Pria
Page 7: image by liyart (Original Deviantart Post was deleted)
Page 10 Dale, Summoner of Ruin by Concept Art House Shanghai
Page 12: Elemental Summoning MtG Art from Strixhaven by Marta Nael
Page 15: March of Progress MtG Art from The Brothers' War by Ben Wootten
Page 16: Celestial Colonnade MtG Art from Worldwake by Eric Deschamps
Page 18: Promising Duskmage MtG Art from Strixhaven by Johan Grenier
Page 19: Blistercoil Weird MtG Art from Return to Ravnica by Dan Scott
Page 23: Resolute Reinforcements MtG Art from Dominaria United by Billy Christian
Page 24: Platinum Angel (Variant) MtG Art from The Brothers' War by Ovidio Cartagena
Page 26: Faebloom Trick
Page 28: Prey Upon MtG Art from Guilds of Ravnica by G-host Lee
Page 29: Convenient Target
Page 30: Mishra, Lost to Phyrexia MtG Art from The Brothers' War by Chris Rahn
Page 31: Rivaz of the Claw MtG Art from Dominaria United by Joshua Raphael
Page 32: Timely Interference MtG Art from Dominaria United by Joshua Raphael
Page 33: Summon Undead MtG Art from Commander Legends: Battle for Baldur's Gate by Dallas Williams
Page 35: Tivash, Gloom Summoner MtG Art from Commander 2021 by Kieran Yanner
Page 36: Scion Summoner MtG Art from Oath of the Gatewatch by Johann Bodin
Page 37: Deadly Vanity MtG Art from Strixhaven by Johannes Voss
Additional Credits
Based on the original class by u/NewPageofSwords
Special Thank you to Magmyte for the indepth look of the previous version
The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by ©Wizards of the Coast LLC.